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Darśan - Dance for KriśnaPilania, Harshal 25 June 2024 (has links)
Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings.
By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage. / Master of Fine Arts / Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings.
By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage.
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Efeitos especiais digitais na imagem técnica: a desocultação da arte / -Leite, Marcelo Henrique 20 March 2015 (has links)
O objeto do estudo deste trabalho são as imagens de efeitos especiais digitais em computação gráfica (Computer Graphic Image - CGI) inseridas em narrativas cinematográficas da atualidade, principalmente a partir dos anos 1990, com a pluralidade de novas formas de viabiliza-lás baseadas em simulação e no contexto de uma sociedade em mutação nas formas de criação e reprodução técnica do audiovisual. A indagação proposta é identificar se os efeitos especiais simulados por CGI e as imagens decorrentes são apenas reconfiguração de velhas práticas e técnicas modernizadas tecnologicamente, ou estão neles embutidos novos modelos de compreensão do mundo na atualidade, se há um regime visual rearticulando o imaginário na pós-modernidade com nova relação entre representação e simulação. Essas articulações podem abrir espaços para se repensarem as relações atuais com as imagens digitais em um contexto entre a razão e a técnica, na óptica moderna, e o tempo presente e o prazer, na dimensão pós-moderna. O objetivo do presente estudo é estabelecer um diálogo com os efeitos especiais de segunda geração ou Digital Visual Effect (DVFx) para além de sua aplicabilidade prática somente como ferramenta para a linguagem narrativa em filmes mas desenvolver novas articulações entre o visível e o dizível, as possíveis visibilidades dos efeitos especiais como um novo regime visual na arte cinematográfica. O estudo avança para além de uma historicidade ao entender que as possibilidades trazidas pela tecnologia de computação gráfica (CG) produziram uma significativa renovação das possibilidades visuais no cinema contemporâneo, o que com certeza reflete e refletirá ainda mais na forma de consumo dos produtos audiovisuais produzidos a partir da ampliação do uso dessas tecnologias digitais e seu paralelo com estética, a arte e a cultura. A desocultação do processo criativo presente na técnica abre portas para a compreensão renovada do imaginário social e especialmente às formas de sua manifestação no campo das artes e da cultura. A metodologia empregada neste estudo será baseada em dados secundários desde livros e autores, pequenos trechos de filme, frames e até aplicações tecnológicas para demonstrar as configurações trazidas pelos efeitos especiais em computação gráfica (CG). * frames: é cada um dos quadros ou imagem fixa de um produto audiovisual. / The object of study are the images of digital special effects in computer graphics (Computer Graphic Image - CGI) inserted in film narratives of today, mainly from the 1990s, with the plurality of new ways to make them viable based on simulation and in the context of a changing society in ways of creating and technical audiovisual playback. The proposed inquiry is to identify whether the special effects simulated by CGI and the resulting images are just rewriting practices and old techniques technologically upgraded, or are embedded in them new models of understanding the world today, if there is a visual scheme rearticulating the imaginary postmodern with new relationship between representation and simulation. These joints can open spaces to rethink the current relations with the digital images in a context between reason and the technique in modern optics, and the present time and pleasure, in the postmodern dimension. The aim of this study is to establish a dialogue with the special effects of second generation or Digital Visual Effect (DVFx) in addition to its practical applicability only as a tool for narrative language in movies but develop new links between the visible and the speakable, the possible visibility of special effects as a new visual regime in cinematic art.). The study goes beyond a historicity to understand that the opportunities brought about by computer graphics technology (CG) produced a significant renewal of visual possibilities in contemporary cinema, which certainly reflects and further reflected in the form of consumption of the produced audiovisual products from the expanded use of these digital technologies and its parallel with aesthetics, art and cultura.A unblinding of the creative process in this technique opens the door to a renewed understanding of the social imaginary and especially the forms of its manifestation in the arts and culture. The methodology used in this study is based on secondary data from books and authors, small snippets of film, frames and even technological applications to demonstrate the settings brought by special effects in computer graphics (CG). * Frames: is each of the frames or still image of an audiovisual product.
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Artemídia e educação na UFRB: mapeando mudanças no contexto educacional a partir da cultura digitalFiorelli, Marilei Cátia January 2016 (has links)
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tese_artemidia_educacao_fiorelli.pdf: 113039925 bytes, checksum: 99859690d6ff25163311da6d43e1df7e (MD5) / O foco de investigação desta pesquisa são as obras de artemídia produzidas pelos primeiros estudantes formados pelo Bacharelado em Artes Visuais com ênfase em multimeios da UFRB, Universidade Federal do Recôncavo da Bahia, na cidade de Cachoeira. Através do processo de criação destas obras, podemos visualizar um panorama do processo educacional e de seu contexto em tempos de cultura digital. Nosso objeto de estudo são os Trabalhos de Conclusão de Curso, que tratam da temática de artemídia, e nosso corpus empírico são doze TCCs produzidos dentro deste recorte, defendidos em 2014-15, pela primeira turma de ingresso no curso. Trata-se do primeiro conjunto de produção artística de artemídia dentro de um espaço institucional de ensino superior no interior da Bahia. A questão central é discutir se esses alicerçam-se em práticas da cultura digital como o trabalho colaborativo em rede, na cultura hacker, e a cultura livre, e se estas se refletem também no campo da educação. A opção metodológica adotada é descritiva quanto aos objetivos; quanto aos procedimentos técnicos, é um estudo de caso; e quanto ao tratamento dos dados é predominantemente qualitativa. Analisamos os TCCs artemidiáticos produzidos, categorizando, identificando e articulando sua produção com o contexto educacional, mapeando algumas mudanças em curso, suas implicações e suas apropriações. Como referencial teórico, nos utilizamos de conceitos em torno dos campos da cultura e arte digital e da educação contemporâneas, e seus processos de reconfiguração na cibercultura. Os resultados da pesquisa apontam que dos doze TCC’s, nove são pautados por tópicos relevantes da cultura digital. Estes, criados em uma graduação recém implantada, de uma universidade também recém implantada no interior da Bahia. Mesmo deslocada de um grande centro urbano, esta graduação apresenta em seu currículo componentes que dão suporte e viabilizam a criação em artemidia. Pela leitura e interpretação qualitativa dos trabalhos criados, foram identificadas categorias de conceitos implicados da cultura digital, que apontam caminhos e nos apresentam um panorama do contexto educacional de ensino no qual estão inseridos. Nota-se assim indícios de um processo educacional que potencialmente se instaura a partir das tecnologias e da cultura digital, que também se apoia e se reflete - a exemplo das obras produzidas - nas práticas colaborativas, na cultura livre e na cultura hacker. / ABSTRACT
The aim of this research is the works of media art produced by the first students
graduated in Visual Arts with an emphasis on multimedia, at Federal University
of Recôncavo da Bahia - UFRB - in the city of Cachoeira. Through the creation
process of these artworks, we can have an overview of the educational process
in digital culture times. Our object of study are those artmedia work, created as
final graduation projetc. Our empirical corpus are twelve artworks produced
within this cut, defended in 2014-15, the first gratuated alumni. This is the first
artistic production set of media art in a higher education in the countryside of
Bahia. The core issue is to discuss the digital culture practices such as
collaborative networking, the hacker culture and free culture, and if whether
they are also reflected in education. The adopted methodological option is
descriptive and a case study; and is predominantly qualitative. We analyze the
produced media artworks, categorizing, identifying and articulating their
production with the educational context, mapping out some changes in course,
whith its implications and appropriations. As a theoretical concept, we use
culture and digital art and contemporary education, as well as its reconfiguration
process in cyberculture. The results show that nine out of twelve artworks are
guided by relevant topics of digital culture. These artworks were created in a
newly implemented graduation course, at a university also recentely created.
Even being located far from a large urban center, this graduation show in its
curriculum components that give support and enable the creation of media art.
categories were identified implicated concepts of digital culture, pointing paths
and present an overview of the educational teaching context in which they are
inserted from reading and qualitative interpretation of the artwowks. Through
this evidences we could notice that the educational process is potentially
established from digital culture, which also supports and reflects the
collaborative practices, the free culture and hacker culture.
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Efeitos especiais digitais na imagem técnica: a desocultação da arte / -Marcelo Henrique Leite 20 March 2015 (has links)
O objeto do estudo deste trabalho são as imagens de efeitos especiais digitais em computação gráfica (Computer Graphic Image - CGI) inseridas em narrativas cinematográficas da atualidade, principalmente a partir dos anos 1990, com a pluralidade de novas formas de viabiliza-lás baseadas em simulação e no contexto de uma sociedade em mutação nas formas de criação e reprodução técnica do audiovisual. A indagação proposta é identificar se os efeitos especiais simulados por CGI e as imagens decorrentes são apenas reconfiguração de velhas práticas e técnicas modernizadas tecnologicamente, ou estão neles embutidos novos modelos de compreensão do mundo na atualidade, se há um regime visual rearticulando o imaginário na pós-modernidade com nova relação entre representação e simulação. Essas articulações podem abrir espaços para se repensarem as relações atuais com as imagens digitais em um contexto entre a razão e a técnica, na óptica moderna, e o tempo presente e o prazer, na dimensão pós-moderna. O objetivo do presente estudo é estabelecer um diálogo com os efeitos especiais de segunda geração ou Digital Visual Effect (DVFx) para além de sua aplicabilidade prática somente como ferramenta para a linguagem narrativa em filmes mas desenvolver novas articulações entre o visível e o dizível, as possíveis visibilidades dos efeitos especiais como um novo regime visual na arte cinematográfica. O estudo avança para além de uma historicidade ao entender que as possibilidades trazidas pela tecnologia de computação gráfica (CG) produziram uma significativa renovação das possibilidades visuais no cinema contemporâneo, o que com certeza reflete e refletirá ainda mais na forma de consumo dos produtos audiovisuais produzidos a partir da ampliação do uso dessas tecnologias digitais e seu paralelo com estética, a arte e a cultura. A desocultação do processo criativo presente na técnica abre portas para a compreensão renovada do imaginário social e especialmente às formas de sua manifestação no campo das artes e da cultura. A metodologia empregada neste estudo será baseada em dados secundários desde livros e autores, pequenos trechos de filme, frames e até aplicações tecnológicas para demonstrar as configurações trazidas pelos efeitos especiais em computação gráfica (CG). * frames: é cada um dos quadros ou imagem fixa de um produto audiovisual. / The object of study are the images of digital special effects in computer graphics (Computer Graphic Image - CGI) inserted in film narratives of today, mainly from the 1990s, with the plurality of new ways to make them viable based on simulation and in the context of a changing society in ways of creating and technical audiovisual playback. The proposed inquiry is to identify whether the special effects simulated by CGI and the resulting images are just rewriting practices and old techniques technologically upgraded, or are embedded in them new models of understanding the world today, if there is a visual scheme rearticulating the imaginary postmodern with new relationship between representation and simulation. These joints can open spaces to rethink the current relations with the digital images in a context between reason and the technique in modern optics, and the present time and pleasure, in the postmodern dimension. The aim of this study is to establish a dialogue with the special effects of second generation or Digital Visual Effect (DVFx) in addition to its practical applicability only as a tool for narrative language in movies but develop new links between the visible and the speakable, the possible visibility of special effects as a new visual regime in cinematic art.). The study goes beyond a historicity to understand that the opportunities brought about by computer graphics technology (CG) produced a significant renewal of visual possibilities in contemporary cinema, which certainly reflects and further reflected in the form of consumption of the produced audiovisual products from the expanded use of these digital technologies and its parallel with aesthetics, art and cultura.A unblinding of the creative process in this technique opens the door to a renewed understanding of the social imaginary and especially the forms of its manifestation in the arts and culture. The methodology used in this study is based on secondary data from books and authors, small snippets of film, frames and even technological applications to demonstrate the settings brought by special effects in computer graphics (CG). * Frames: is each of the frames or still image of an audiovisual product.
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Empathy and Human-Machine InteractionGouvrit Montaño, Florence 19 October 2011 (has links)
No description available.
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Financial Challenges of New Media Art in Contemporary Arts InstitutionsDunfee, Melissa Catherine January 2017 (has links)
No description available.
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Poesiemaschinen - MaschinenpoesieLink, David 20 January 2005 (has links)
Die vorliegende Dissertation analysiert Textgeneratoren aus der Frühzeit der Computergeschichte, seit den 1970er Jahren, ausgehend von ihrem Quelltext. Variablenskripte, Joseph Weizenbaums "Eliza", Kenneth Colbys "Parry", frühe Adventurespiele und Terry Winograds "SHRDLU" werden auf die ihnen zugrundelegienden metaphorischen und algorithmischen Strukturen untersucht. Alle diese Programme lassen sich auf den Glauben der formallogischen Tradition zurückführen, Sprache und das in ihr repräsentierte Wissen von Welt stellten vollständig explizierbare und sogar formalisierbare Sachverhalte dar, wie er in Ludwig Wittgensteins "Tractatus" kulminiert. Technisch werden hier optionale Elemente in Baumstrukturen angeordnet und erzeugen scheinbar unerschöpfliche Varianz. Dem wird eine zweite Traditionslinie gegenübergestellt, die statt an Optionen an Operationen arbeitet und mit dem Dadaisten Tristan Tzara, der Wiederentdeckung des russischen Mathematikers Andrei Markov durch Claude Shannon und den Cutup-Experimenten von William S. Burroughs verbunden ist. Als deren Weiterführung beschreibt die Arbeit das im Rahmen dieser Promotion entwickelte Computerprogramm "Poetry Machine", einen auf semantischen Netzwerken basierenden, interaktiven Textgenerator, der sich selbständig mit Informationen aus dem Internet versorgt. Im Anhang findet sich die Übersetzung des grundlegenden Textes "Ein Beispiel statistischer Forschung am Text ''Eugen Onegin'' zur Verbindung von Proben in Ketten" von A. Markov ins Deutsche. / The present dissertation analyses text generators from the early times of computer history, since the 1970ies, starting from their source code. Variable scripts, Joseph Weizenbaum''s "Eliza", Kenneth Colby''s "Parry", early adventure games and Terry Winograd''s "SHRDLU" are investigated regarding their metaphorical and arithmetical structure. These programs can be traced back to the belief of the formal-logic tradition that language and the knowledge about the world represented by it can be fully explained and even be formalised, like it culminates in Ludwig Wittgenstein''s "Tractatus". Technically, optional elements are arranged in tree-like structures and generate seemingly endless variance. A second line of tradition is opposed to this, that works on operations rather than on options. It is linked to the dadaist Tristan Tzara, the re-discovery of the Russian mathematician Andrei Markov by Claude Shannon and the cutup-experiments of William S. Burroughs. As a continuation, the computer program "Poetry Machine" is described in detail, which was developed within the framework of the present dissertation. This interactive text generator is based on semantic networks and acquires its information autonomously from the internet. The translation of the fundamental text "An Example of Statistical Investigation of the Text ''Eugene Onegin'' Concerning the Connection of Samples in Chains" by A. Markov into German is given in the appendix.
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In Media ResSisk, Christopher Andrew 01 January 2018 (has links)
We are inundated by a constant feed of media that responds and adapts in real time to the impulses of our psyches and the dimensions of our devices. Beneath the surface, this stream of information is directed by hidden, automated controls and steered by political agendas. The transmission of information has evolved into a spiral of entropy, and the boundaries between author, content, platform, and receiver have blurred. This reductive space of responsive media is a catalyst for immense political and cultural change, causing us to question our notions of authority, truth, and reality.
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Live Electronic Arts und Intermedia : die 1960er Jahre / Live Electronic Arts and Intermedia : the 1960s. On Performance and Contemporary Technology, Cybernetic Models and Minimalistic Art StrategiesBüscher, Barbara 03 August 2010 (has links) (PDF)
Die in der Geschichte der Künste als Neoavantgarde der frühen 1960er Jahre bezeichneten Entwicklungen der Grenzüberschreitung und Prozessorientierung bilden in exemplarischen Analysen das Zentrum des Gegenstandsbereichs dieser Arbeit. Sie umfassen sowohl die grundlegenden Innovationen, die - von John Cages Ideen und Konzeptionen angestoßen – die Arbeit der Komponisten/Performer der Live Electronic Music prägten, wie die Erweiterung der künstlerischen Materialien und Veränderung der Verfahren der Bildenden Kunst seit Happening und Fluxus. Sie umfassen die minimalistischen Verschiebungen des Verständnisses von Körper-Bewegung und Objekten in der Tanz/Performance vor allem der New Yorker Judson Dance Group und die performative Erforschung der Grundlagen von Kino/Film-Wahrnehmung im Expanded Cinema.
An diesen drei Bereichen wird eine doppelte historische Bewegung aufgezeigt: zum einen die des Durchstreichens, Verschiebens, Ersetzens konventionalisierter Parameter und Wert-Hierarchien; zum anderen eine durch den Entwicklungsschub technischer Medien und deren Auswirkungen auf Gesellschaft und Wahrnehmung angestoßenes Interesse an der Verbindung von Kunst und Medien. Eine wichtige Schnittstelle dieser Entwicklungen manifestiert sich in den Aufführungen der inzwischen legendären Nine Evenings: Theatre and Engineering, die 1966 in New York stattfanden. Die Analyse dieses Ereignisses, des Arbeitsprozesses, der ihm vorausging und an dem in gleicher Weise Künstler und Ingenieure beteiligt waren, wie der einzelnen Performances bildet einen Ausgangspunkt dieser Untersuchung.
Dass Systemtheorie und Kybernetik als Denkmodelle für die Kunstproduktion erschlossen werden sollten, lässt sich nicht nur anhand der Manifestationen dieses Ereignisses zeigen, sondern auch anhand der Analyse zeitgenössischer Diskurse im Kunstfeld nachweisen. Live Electronic Arts heißt in diesem Zusammenhang: das unmittelbar (aktuell) vorgeführte Handeln mit technischen Medien in einer performativen Anordnung. Diese Verbindung wird von den Künstlern selbst als Mensch/Maschine-Kopplung verstanden – der Konstruktionsprozess wird zu einem wesentlichen Bestandteil künstlerischer Strategie. Der Einbezug zeitgenössischer Technologien wird so nicht als Frage nach der Neuartigkeit von Darstellungsmodi relevant, sondern als eine Frage nach Prozessen des Regelns, Steuerns und der Signalübertragung (control&communication) – also nach den Prozessen, die das Agieren mit ihnen strukturieren.
Ausgehend von den Nine Evenings und der an ihnen beteiligten Künstler – Musiker, Tänzer und Choreographen sowie Bildende Künstler und Filmemacher – widmet sich die Arbeit in detaillierter Untersuchung den Versuchsreihen der einzelnen Künstler, denen die experimentellen Performances zugerechnet werden können. Sie zeigt für alle drei Bereiche – Live Electronic Music, die performativen Praktiken der Judson Dance Group und Expanded Cinema – unter welchen Bedingungen, ein Interesse und die Arbeit an der Kopplung von Körper-Bewegung und technischen Systemen entstand. / The developments of transgression and process-orientation, which in art history are designated as the Neo-Avantgarde of the early 1960s, form the central subject of this text with its exemplary analyses. They involve the fundamental innovations, which - initiated by John Cage's ideas and concepts - characterised the work of the composers/performers of Live Electronic Music, as well as the expansion of artistic materials and the modification of art's techniques since Happening and Fluxus. They also cover the minimalistic shifts in the understanding of bodily movement and objects above all in the dance/performance of the New York based Judson Dance Group and the performative investigation of the foundations of cinema/film perception in the Expanded Cinema.
A twofold historical movement is illustrated in these three areas: on the one hand, the movement of cancellation, postponement, substitution of conventional parameters and value hierarchies; on the other, one of interest in the connection between art and the media triggered by the thrust of development in the technological media and their effects on society and perception. An important point of intersection of these developments manifests itself in the performances of the since legendary Nine Evenings: Theatre and Engineering, which took place in New York in 1966. The analysis of this event, of the process of work that preceded it and which involved artists and engineers in equal measure, as well as of the individual performances forms the basis of this investigation.
That system theory and cybernetics should be developed as a working hypothesis for art production can be demonstrated not only through manifestations of this event, but also through contemporary discourses in the field of art. In this context, Live Electronic Arts means the immediately (currently) performed action in a perfomative configuration using technological media. The artists themselves understand this relation as an interconnection of human being and machine. The process of construction becomes an essential component of the artistic strategy. The inclusion of contemporary technologies becomes relevant not as a question about the novelty of the modes of representation, but as a question about the processes of structuring, regulating and the transmission of signals (control & communication), thus about processes that structure the performance with these technologies.
Beginning with the Nine Evenings and the participating artists (musicians, dancers, choreographers, as well as visual artists and film makers), this text provides a detailed investigation into the series of experiments of the individual artists, to which the experimental performances can be attributed. It demonstrates for all three areas (Live Electronic Music, the perfomative practices of the Judson Dance Group, and Expanded Cinema) under what circumstances interest in and work on the interconnection of bodily movement and technological systems arose.
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A porous field: immersive inter-media installation and blurring the boundaries of perceptionVerban, Alison Jane January 2007 (has links)
Through creative and theoretical research, this practice-led PhD project investigates the conditions that facilitate embodied sensory awareness within digital inter-media installation. Central to this exploration are questions concerning ‘immersion.’ The research uses this term to describe a transformation in perception that allows us to shake off representational and symbolic meaning in favour of embodied, sensory and intuitive awareness within an installation space. Drawing from embodied memories of immersion in natural and spiritual environments, I consider the elements that contributed to these experiences and ask whether it is possible to create this sense of immersion in art. I then consider the elements that produce immersive, inter-media environments including space, sound, light, and projected moving images. Drawing on theoretical and artistic precedents, I propose a set of principles for producing a sense of embodied sensory immersion. The practical outcomes of the research - three digital inter-media installations included in the exhibition, in an other light - incorporate different combinations and treatments of these material elements to investigate and test the proposed principles.
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